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Topic: Unique Bosses (Read 955 times)

You know the unwritten rule of VGs. You play through levels, progress through the story (if it has one), go against a boss to see how much you've improved, and repeat. Bosses are supposed to be different from each other to test your different abilities, but sometimes, they differ too much from the rest. They are unique in their way, but that doesn't always mean something bad. This brings a question: Which bosses do you think are unique enough to be on their own category? Do you like fighting them or not?(No Final Bosses, please!)Some bosses that I find unique are Goht from TLoZ: MM, Twinmold from the same game, Stallord from TLoZ: TP, Brobot from SPM, the second-to-last Giant Battle in M&L: DT, and others come to mind, too.

I gotta love the fast-paced fight with Goht, running after him with my spiky-Goron form and dodging everything that he launches at me. It is a nice detour from the usual "attack him with a sword until he is dead". Not that I don't like swordplay bosses, though!

Before I figured out that I could use the Giant's Mask to battle Twinmold (original game), the largest boss in the series, I always used arrows, specifically the Light Arrows. I liked to concentrate and aim right at his moving tail. I was filled with satisfaction when I hit the mark. And then I learned the Giant's Mask actual use... Still unique. :T

Actually, I still haven't played Twilight Princess, but I've seen Stallord's fight. Nintendo's idea for the Spinner, going up the wall and attacking his head by jumping to the other wall and ramming him seems like Goht in a way, but still having a different feel. When I get TP HD, I'll look forward to this fight.

Next is Brobot. His second form consists of an horizontal Shoot 'Em Up to complement the Space-themed levels. I found it okay, I guess. If only he had more attacks, or less HP, he would be a little better and not start to be repetitive...

And finally, the second-to-last Giant Battle in Dream Team. Giant Battles were already unique to begin with, but running around and following the boss, a semi-Reality Warper, on a giant/mystical field (that looks like Somnom Woods) and over dimensional portals isn't the norm. I really like how much he attacks in one turn and see if I dodge or counterattack everything.

I thought one thing that Undertale did a magnificent job of was making sure each boss fight (and to a larger extent regular enemy encounters) felt unique. I'm always going to remember fighting Mettaton and the twists that fight took. I'm never going to forget the final boss fight, either. And then some of the regular enemies are just as memorable, like taking the trash off of the reindeer.

I was going to say the Shadow Queen from PM:TTYD, but then I saw no final bosses.... It's still unique, just had to say it as it is the first one that came to my mind. Also, most TTYD bosses are actually pretty unique, design wise and etc. I'm thinking about Smorg and Cortez here. (mostly)Also, Mad Jack from DK64 was awesome. One of the best bosses in DK64 (actually my favorite) and part of it is due to how unique he is in the game. There are more, just need time to think.

The final boss from the first Kingdom Hearts game (World of Chaos) is the one I always remember the most. Most KH games already have unique aspects to their bosses (such as Oogie Boogie's roulette, fighting Jafar on the flying carpet, that annoying Ursula battle underwater, etc.) but the World of Chaos was not only a boss; it was an entire level. Defeating the various parts of that monstrosity just to get back to fighting Xehanort's Heartless was so satisfying, and while not too challenging was definitely intense (like going through the different pools of darkness to free Donald and Goofy).